text: // Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
  
  #pragma once
  #include "GameplayTagContainer.h"
  #include "../Structs/RPGSystemSructs.h"
  #include "RPGEffectBase.h"
  #include "RPGEffectUtility.h"
  #include "RPGEffectAreaSpread.generated.h"
  
  UCLASS(Blueprintable, BlueprintType, MinimalAPI)
  class URPGEffectAreaSpread : public URPGEffectUtility
  {
  	GENERATED_UCLASS_BODY()
  
  public:
  	virtual void PreInitialize() OVERRIDE;
  	virtual bool Initialize() OVERRIDE;
  
  	virtual void Deinitialize() OVERRIDE;
  
  	TWeakObjectPtr<class URPGEffectCombat> EffectToSpread;
  
  	TArray<TWeakObjectPtr<class URPGEffectCombat>> EffectsToSpred;
  
  	FVector HitLocation;
  
  	float Radius;
  
  	float MaxTargets;
  
  	//UFUNCTION(BlueprintCallable, Category = "RPG|Effect")
  	//	TArray<AActor*> SpreadEffect();
  
  	//UFUNCTION(blueprintCallable, Category = "RPG|Effect")
  	//	TArray<AActor*> SpreadEffectThroughActors(TArray<AActor*> TargetActors);
  
  	virtual class UWorld* GetWorld() const OVERRIDE;
  };
  